1 / 39

CS 160: Lecture 10

CS 160: Lecture 10. Professor John Canny Fall 2001 Oct 2, 2001 Based on notes by James Landay. Administrivia. In-class midterm on Thursday Closed book (no calcs or laptops) Material up to last Thursday Anonymize online contextual inquiries!!. Outline. Output basic 2-d computer graphics

jlashonda
Download Presentation

CS 160: Lecture 10

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. CS 160: Lecture 10 Professor John Canny Fall 2001 Oct 2, 2001 Based on notes by James Landay

  2. Administrivia • In-class midterm on Thursday • Closed book (no calcs or laptops) • Material up to last Thursday • Anonymize online contextual inquiries!!

  3. Outline • Output • basic 2-d computer graphics • color models • Input • event overview • windowing systems • window events • event dispatching • Widget communication & layout

  4. 2-d Computer Graphics • Models for images • strokes, pixels, regions • Coordinate systems • device, physical • Canvas • Drawing • paths, shapes, text • Clipping

  5. Stroke Model • Describe image as strokes (w/ color/thickness) • Line ((10, 4), (17,4), thick 2, red) • Circle (( 19, 13), radius 3, thick 3, white) • Maps to early vector displays & plotters • Most UI toolkits have stroked objects • arcs, ellipses, rounded rectangles, etc.

  6. Problems with Stroke Model? • How would you represent with strokes? • Solution?

  7. Pixel Model • Break-up complex images into discrete “pixels” & store color for each • Resolution • spatial: number of rows by columns • e.g., 1280 x 1024 is a good monitor display • quality laser printer: 6000 x 4800 • image depth (i.e., number of bits per pixel) • several styles... what are they????

  8. Image Depth • Bit map - 1 bit/pixel (on/off) • B&W screens or print-outs

  9. Image Depth (cont.) • Gray scale - 2-8 bits/pixel • group pixels (some on, some off) • Full color - 24 bits/pixel • 8 bits per primary color (Red, Green, Blue) • space becomes a problem for high-res. images • Color mapped - 8 bits/pixel • store index @ pixel - map into table w/ 24 bits • cuts space & computation • problem????

  10. Aliasing • Smooth objects (e.g., lines) appear jagged since resolution is too low • Antialiasing - fill-in some jagged places w/ gray scale or primary colors

  11. Region Model • Use the stroke model to outline region • Fill the region with • colors & blendings (i.e., patterns) • Advantages?? • allows representation of filled shapes w/ • little memory • independence from display resolution • Text represented this way & converted to bitmaps inside of the printer

  12. Outline Fonts • Used by both Postscript & TrueType

  13. X Y Coordinate Systems • Device coordinates • coordinates of the display device • origin usually at upper left • Window coordinates • toolkit presents window as an abstraction • virtual display with frame around it (title, etc.) • program’s coordinates placed in window as if frame doesn’t exist • like device coords, always expressed in pixels • mouse events may be in device coords - check

  14. Coordinate Systems (cont.) • Physical coordinates • pixel-based coords don’t deal well w/ devices of different resolutions (e.g., monitor vs. printer) • specify coordinates in physical units (e.g., inches, centimeters, or printer points) • Model coordinates • coordinate system relative to drawn objects • need to convert from model to physical/window coordinates & back

  15. Canvas • Abstraction for the drawing surface • most toolkits support one • Defines methods used for drawing • Each instance has a height, width, & defines its physical units • Use the same method interface for • windows • image in memory • printed output • Called Graphical Device Interface (GDI) by MS

  16. Drawing • Could specify with: • void Canvas::Rectangle (x1, y1, x2, y2, lineWidth, lineColor, fillColor) • Lots of parameters! • shapes have properties in common • geometry, line/border width, line/fill color, pattern • Use current settings of canvas • void Canvas::Rectangle (x1, y1, x2, y2) • void Canvas::SetLineWidth (lw) • void Canvas::GetLineWidth () ….

  17. Text Font Selection • Font family • .Garamond, Arial, Modern, Times Roman, Courier • defines the general shape of the characters • some are mono-spaced (“i” gets same space as “G”) • serif (e.g., Times) vs. sans serif (e.g., Arial) • serifs have “feet” at baseline -> easier to track eye • Style • normal, bold, italic, bold italic • size in points (1 point = 1/72 inch)

  18. Text (cont.) • Usually simple to draw • Canvas Cnv; • Cnv.SetFont (“Times”, Bold, 10); • Cnv.Text (10, 20, “This is the text”); • Outline vs. Bitmapped fonts • need pixels to draw on screen so may store as BM • problems: takes lots of space font in several sizes • instead store as a closed shape (e.g., outline only) • easy to scale to any size and convert to bitmap

  19. Clipping • Limit drawing to particular area of screen. Why? • for performance • Commonly clip to rectilinear regions. Why? • can be done very quickly

  20. Color Models • 256 levels for each primary adequate • -> 24 bits / pixel • RGB model • specify color by red, green, & blue components • HSV model - hue, saturation, & value • hue is primary wavelength (i.e., basic color) • saturation is a measure of how pure light is • high is pure, low means it is mixed w/ white/gray • value is intensity (dark vs. light)

  21. Color Models (cont.) • HSV is easier for people to use • there is a direct conversion to RGB • CMY model • in terms of mixtures of pigments • pigment gets color from light it absorbs and does not reflect • mix Cyan, Magenta, Yellow • subtractive primaries • used by printers and artists

  22. Sequential Programs • Program takes control, prompts for input • Examples include • command-line prompts (DOS, UNIX) • LISP interpreter • The user waits on the program • program tells user it’s ready for more input • user enters more input

  23. Sequential Programs (cont.) • Architecture Program reads in a line of text Program parses the text Program evaluates the result Maybe some output Loop back to beginning • But how do you model the many actions a user can take? • for example, a word processor? • need to do printing, editing, inserting, whenever user wants to

  24. Sequential Programs (cont.) • Usually end up with lots of modes • lots of state variables • Other examples of modes • paint programs (line, bucket-fill, rectangle, etc) • universal remotes with TV / VCR mode • vi edit mode and command mode • Problems with modes?

  25. Sequential Programs (cont.) • Problems with modes? • gets confusing if too many modes • can be easy to make errors • need feedback as to what mode you are in • how to switch between modes? • We’ll need a more advanced model to simplify windows programming

  26. Event-Driven Programming • Instead of the user waiting on program, have the program wait on the user • All communication from user to computer is done via “events” • An event is something “interesting” that happens in the system • mouse button goes down • item is being dragged • keyboard button was hit

  27. close box title bar folder scroll bar size control Event Example

  28. Major Issues • How to decompose the UI into interactive objects? • How to distribute input to the interactive objects • How to partition between application & system software? • Models for programming interactive objects • Models for communications between objects

  29. Windowing Systems • Partitioning to prevent chaos • Infrastructure to support common services • Two major aspects • software services to applications • create and organize windows • implement interaction in those windows • window manager • UI allowing user to control size & placement of windows

  30. Interactor Tree • Decompose interactive objects into a tree • interactive objects also known as “widgets” • based on screen geometry of objects • nested rectangles • Used for dispatching events • events are dispatched (sent) to code in widget • the code then handles the event • Variety of methods for dispatching events • return to this later

  31. Interactor Tree Display Screen “F:\cs160\Public” window Inner Window title bar horizontal scroll bar contents area “CDJukebox” folder “Home Ent…” folder … size control … “Web Newspaper” window …

  32. Display Screen 93.54 Outer Win [black] ????? 3 6 - 9 7 1 4 0 + 2 8 5 = ENT Interactor Tree

  33. 93.54 3 - 6 9 1 0 4 7 + 5 8 2 = ENT Interactor Tree Display Screen Outer Win [black] Inner Win [green] Result Win [tan] Result String Keypad [Teal] = button - button + button 0 button

  34. 93.54 3 - 6 9 1 0 4 7 + 5 8 2 = ENT Interactor Tree (Java) Display Screen Frame [black] Panel [green] Text Entry [tan] Result String Keypad Panel [Teal] Button(“=”) Button(“-”) Button(“+”) Button(“0”)

  35. Windows • Top level windows known as root windows • provide UI abstraction for multiple apps • windowing system arbitrates interactive resources • Each root window belongs to an app. • all descendant windows belong to same app • violated by ActiveX • Windows vs. widgets/controls • X, NeXTStep, MS Windows • everything is window

  36. Network X Server std system software Client app software User Networked Windowing Systems • XWindows & NeWS designed to allow apps to run on remote machines • Uses client-server model

  37. XWindows • Note backwards terminology • User is on “server” not “client” • X Server • interprets X commands and can send events • determines which window receives events and forwards over network to proper client • X Client • software interface to X (Xlib) • assembles the output from Xlib routines into packets for transmission to server

  38. Bandwidth (bps) Latency (time) XWindows • Interaction Problems? Network X Server std system software Client app software User Network Bandwidth is bits per second Network Latency is time to transfer and process data Relation to Model Human Processor?

  39. scroll bar thumb (elevator) Network Round Trips (NRT) • Every mouse move on thumb involves NRT • Solutions? • download code that knows how to scroll • NeWS used display PostScript to do this

More Related